/Engine/Source/Runtime/Engine/Classes/GameFramework/SaveGame.h
Asynchronously loads a save game object in the specified slot for the local player, if this returns true the delegate will get called later. False means the load was never scheduled, otherwise it will create and initialize a new instance before calling the delegate if loading failed.
static bool AsyncLoadOrCreateSaveGameForLocalPlayer ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULocalPlayerSaveGame](API\Runtime\Engine\GameFramework\ULocalPlayerSaveGame) > SaveGameClass, [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * LocalPlayerController, const [FString](API\Runtime\Core\Containers\FString) & SlotName, [FOnLocalPlayerSaveGameLoaded](API\Runtime\Engine\GameFramework\FOnLocalPlayerSaveGameLoaded) Delegate )